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Godot 4.3 Game Engine to Feature Native Wayland Support
- tiniuclx 3y agoOne of the great things about Godot is that the editor itself is a "game" running on top of the Godot game engine! This means that improvements to the Linux port will be noticeable in both published games and the editor itself. As a consequence of running the editor, Godot also has great support for UI primitives, which I'm taking great advantage of in my own game!
- Fire-Dragon-DoL 3y agoIsn't that the case for a lot of game engines? Thinking of unity and unreal
- weinzierl 3y agoYes, if you need a quick cross-platform GUI prototype it is very nice. One major downside is, that it will use more resources than necessary when idling.
- livrem 3y agoThis project setting might help a bit with that, on desktop platforms: https://docs.godotengine.org/en/latest/classes/class_projectsettings.html#class-projectsettings-property-application-run-low-processor-mode https://docs.godotengine.org/en/latest/classes/class_project...
- notnaut 3y agoInteresting and hadn’t considered that. Wonder if there’d be any quick ways to implement some sort of toggle based on UI dev vs. game dev.
- livrem 3y agoI used Godot to make a tool that was not really a game at all, and I read about others doing that as well. It works great just as a simple WYSIWYG GUI editor and GDScript is not a bad scripting language.
- PurpleRamen 3y agoHas Godot proper GUI-Components for building a good interface, or are those the type of freeform canvas-based interfaces?
- SquareWheel 3y agoGodot has its own UI/layout system. They offer text labels, controls, anchor points, and other conventions for laying out UI. It's not simply coordinate-based like you might expect with a canvas. https://docs.godotengine.org/en/3.1/getting_started/step_by_step/ui_introduction_to_the_ui_system.html https://docs.godotengine.org/en/3.1/getting_started/step_by_...
- brylie 3y agoViewing the latest UI docs (version 4.x) would probably be more helpful. https://docs.godotengine.org/en/stable/tutorials/ui/index.html https://docs.godotengine.org/en/stable/tutorials/ui/index.ht...
- SquareWheel 3y agoI linked the 3.1 page just because it had some graphics that showed the UI features in action. The 4.x pages lacked that. If you wanted to actually start learning these for development purposes though, then yes use the 4.x pages!
- brylie 3y agoCool beans :-)
- tiniuclx 3y agoGodot has very comprehensive GUI components. You're working with buttons, labels & windows, not at the rendering level (unless you want to!) Here's an overview of what's available: https://docs.godotengine.org/en/stable/tutorials/ui/index.html https://docs.godotengine.org/en/stable/tutorials/ui/index.ht...
- jcmontx 3y agoWe are about to start two small 2d games in my company. We can either go with Unity or Godot, client doesn’t mind. What should we choose?
- notnaut 3y agoIf you’re making money on it and have no inclinations toward either, wouldn’t it make the most sense to go with the open source option? Not sure what your company is doing, but didn’t unity recently change their cost structure?
- phyllistine 3y agoUnity has much better documentation and tutorials abound for literally any topic. It also has all sorts of tools and assets that are easily available. Godot is open source, and doesn't have the licensing fee controversy. You will not have to pay for Godot (unless you need to release to consoles). I also personally like writing GDscript.
- poulpy123 3y agoIf you need to ask, that means you should go Unity for the support and the community that are associated, if their cost is adapted
- spcebar 3y agoI've found working in Godot a lot more intuitive than Unity (and definitely enjoyed the experience a lot more), but Godot still has a lot of rough edges, and version compatibility is very poor. If you go Unity you'll have access to a lot more canned assets and a much larger community, but, Godot is growing and maturing rapidly and is definitely a viable option.
- sprash 3y agoWhy even bother? Wayland is on it's way out and will go down in history as the worst managed piece of system architecture in history. After year 16 (!) the responsible "committee" still has not figured out how to deal with window icons[1] or how to do drag and drop properly[2]. It's an absolute farce that needs to end soon. 1.: https://gitlab.freedesktop.org/wayland/wayland-protocols/-/merge_requests/269 https://gitlab.freedesktop.org/wayland/wayland-protocols/-/m... 2.: https://gitlab.freedesktop.org/wayland/wayland-protocols/-/merge_requests/204 https://gitlab.freedesktop.org/wayland/wayland-protocols/-/m...
- PlutoIsAPlanet 3y agoI look forward to your alternative, that also is compatible and optimal with the modern way graphics hardware works (Xorg isn't).
- sprash 3y agoXorg + DRI3 uses the exact same buffer swap mechanism as Wayland. Wayland is basically just a very over engineered protocol to blit some bitmaps. How exactly is Wayland more optimal for modern hardware?
- bzzzt 3y agoIf all you want to do is blit some bitmaps it's Xorg that's the overengineered protocol and you're better off using Wayland. You'll even get better security as a bonus...
- ceearrbee 3y agoWhat sort of nonsense is this? Wayland is the opposite of "on the way out". XOrg has been made the secondary option on a variety of distros for the last few years[1], and there are plans to fully depreciate it in the near-medium term[2]. It is far from a "farce" and your proof, if you read the discussions you provided are for corner cases and specific implementations that go against the explicit and specific designs of what the protocol should do. You're purposefully misleading the discussion (which is fantastic - Godot being Wayland native is a huge success and benefit for the engine on Linux). [1] https://www.ubuntubuzz.com/2021/10/distros-which-adopted-wayland-in-2021.html https://www.ubuntubuzz.com/2021/10/distros-which-adopted-way... [2] https://www.redhat.com/en/blog/rhel-10-plans-wayland-and-xorg-server https://www.redhat.com/en/blog/rhel-10-plans-wayland-and-xor...
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- pjfin123 3y agoI developed an open source Risk clone in Godot: https://github.com/argosopentech/Conquest https://github.com/argosopentech/Conquest The biggest problem I've run into with Godot is that newer versions of the engine seem to frequently break my existing code.
- ihattendorf 3y agoAre you noticing breakage on minor and patch releases, or only major versions? Since you said frequently, it sounds like at least minor versions but possibly patch versions as well?
- spcebar 3y agoFrequently changing enough between versions that tutorials and community posts become out of date in a period of months.
- steezy_typping 3y agoThis has little to do with the post but someone knows a good tutorial/tutorials of Godot besides the documentation?